Commit Graph

1206 Commits

Author SHA1 Message Date
Melanie
004b395d12 Make SImStatsReporter pick ObjectCapacity striaght out of region info 2010-10-22 18:27:49 -04:00
Diva Canto
8731c2be11 It looks like Vector3s also got written down in lower case at some point in time. Added code to account for that.
17:45:59 - [SceneObjectSerializer]: exception while parsing SitTargetPosition: System.Xml.XmlException: Expecting X tag from namespace , got x and  instead  Line 1, position 2838.
2010-10-19 15:16:29 -07:00
Diva Canto
8acac3d07f Another take related to the previous commit. 2010-10-19 15:07:15 -07:00
Diva Canto
3b2d9a9939 Added code to quaternion deserialization to try to cope with an exception seen in Wright Plaza related to SitTargetOrientation.
17:23:05 - [SceneObjectSerializer]: exception while parsing SitTargetOrientation: System.Xml.XmlException: Expecting X tag from namespace , got w and  instead  Line 1, position 30064.
2010-10-19 14:37:03 -07:00
Diva Canto
684449f783 Added TextureAnimation and ParticleSystem to serialization. 2010-10-19 00:04:02 -07:00
Melanie
43a4b7b735 COmmented the wrong line instead, now I commented them all to be on the safe side 2010-10-19 01:23:25 +01:00
Melanie
5b29b975ee Comment a spammy debug message in the serializer 2010-10-19 00:51:04 +01:00
Diva Canto
7038f2b406 Deleted all [XmlIgnore] from SOP, since those are meaningless now. 2010-10-17 10:41:38 -07:00
Diva Canto
22eff055d4 .NET automagical serialization of SOPs replaced by manual serialization across the board. 2010-10-17 10:35:38 -07:00
Diva Canto
1499607215 Made OARs use the new serialization procedure. (TPs/crossings still on the old one) Added an options argument down the pipeline. For the time being it takes --old-guids as an option to produce <Guid> instead of <UUID>. 2010-10-15 17:27:19 -07:00
Diva Canto
41ce392d9b Added manual xml2 serialization. Rewired only save xml2, not oars yet. Seems to be generating xml's that are successfully parsed. Needs more testing. 2010-10-14 09:05:46 -07:00
Diva Canto
45e0cdfcad Added SOP.MediaUrl and Shape.Media to the deserialization 2010-10-13 15:44:25 -07:00
Diva Canto
d890390ecf Comment a debug message so that it doesn't spew the console upon encountering unknown xml elements. 2010-10-13 10:38:34 -07:00
Diva Canto
54a3b8e079 New SOG/SOP parser using XmlTextReader + delegates dictionary. Active for load oar and load xml2, but not for packing objects on crossings/TPs yet. 2010-10-13 08:16:41 -07:00
Melanie
f2febb89fc Change the part for sound playback to be the root part / object UUID instead
of the child prim because using the child prim plain doesn't work.
2010-10-10 22:07:36 +01:00
Melanie
4a0911bdbd Guard against locking a nullref to avoid build break 2010-10-08 19:19:07 +01:00
Melanie
5dcbbb726a Change the order of actions to address a possible nullref 2010-10-08 18:40:13 +01:00
Melanie
9a5d0984a5 Fix autoreturn to not return zero objects 2010-10-07 02:16:36 +01:00
Melanie
abfede7819 Plumb the path for multiple object deletes 2010-10-06 20:00:51 +01:00
Melanie
d45276b3f6 Add and plumb the usetex URL parameter to worldview. Required but not yet
functional
2010-10-06 05:44:19 +01:00
Melanie
5d61323192 Add the view generating method to the image generator interface 2010-10-05 23:49:21 +01:00
Jeff Ames
bc9f793a92 Formatting cleanup. 2010-10-04 21:28:17 -04:00
Melanie
511751a733 I really have to say it again and again: e.Message is NOT enough data for
troubleshooting. It MUST be combined with e.StackTrace, or e.ToString() must
be used.
Fix one more instance of that cr.p
2010-10-03 22:36:27 +01:00
Melanie
ab4be3ffdf Initial port of the Warp3D map tile renderer 2010-10-03 16:34:17 +01:00
Melanie
87c6386884 Reapplying the parts of the prior revert that were not derived from the
original patch
2010-10-02 18:47:26 +01:00
Melanie
b01020b84a Revert "Forward-port 0.6 fix"
This reverts commit 90b51dc7d6.
2010-10-02 18:45:48 +01:00
Melanie
90b51dc7d6 Forward-port 0.6 fix 2010-09-30 15:52:33 +01:00
Melanie
29646bcf67 Fix an inventory fetch issue 2010-09-30 02:52:35 +01:00
Melanie
8e547d3491 Prevent setting arbitrary groups on your objects. 2010-09-27 02:11:55 +01:00
Melanie
c2a4bdb2fe Fix build break 2010-09-27 01:40:29 +01:00
Melanie
aaa4cb64a4 if you can't edit a prim's inventory, you don't need to see the asset ids.
Prevents stealing IDs of animations, sounds and textures from prim
inventories. Prevents copybot from gathering the wearable UUIDs needed for
pirating things from vendors.
2010-09-27 00:34:30 +01:00
Melanie
1f7d68e555 Restrict inventory items added in a transaction to folder belonging
to the connected client.
2010-09-27 00:30:26 +01:00
Justin Clark-Casey (justincc)
6325fa515d Add UUID to physics prim name parameter so that diagnostic messages can be made more useful.
If a separate UUID parameter is better for the future then this can be added later on.
2010-09-25 00:51:40 +01:00
Justin Clark-Casey (justincc)
b366ad5012 Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2010-09-25 00:00:00 +01:00
Justin Clark-Casey (justincc)
5bcf9ae2f9 If the uuid gatherer fails to find the asset containing gesture metadata, then simply return rather than generating an exception
This matches existing behaviour, though better diagnostics for missing assets may be good later on.
This addresses http://opensimulator.org/mantis/view.php?id=4977
2010-09-24 23:58:37 +01:00
Melanie
2b8c99c2fb Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim 2010-09-21 04:02:50 +01:00
Melanie
10a37f5be4 Refactor script create permission into the perms module 2010-09-21 04:02:28 +01:00
Justin Clark-Casey (justincc)
a85779e477 If the uuid of a SceneObjectGroup (RootPart) is changed before adding to the scene, remove the old uuid reference from m_parts as well as adding the new one.
The separate remove and set operations is SOG.set_UUID() are both locked under m_parts.SyncRoot since they are logically atomic (though this isn't such an issue if the SOG isn't part of a scene)
Added unit test for this behaviour.
Also changed the second m_parts.AddOrReplace() to m_parts.Add().  As the old reference is now removed we never end up replacing an identical uuid.  And if we replace a uuid that's already there (from a child part) then this is an error.
2010-09-21 00:58:54 +01:00
John Hurliman
b49cb3355f Fixed a regression in SOG.Copy() 2010-09-16 17:57:00 -07:00
John Hurliman
5321e0e69f Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2010-09-16 17:31:24 -07:00
John Hurliman
860b2a502f Changed SceneObjectGroup to store parts with the fast and thread-safe MapAndArray collection 2010-09-16 17:30:46 -07:00
Justin Clark-Casey (justincc)
e3f1533705 Fix build break by replacing Items.LockItemsForWrite() with lock (Items) {} 2010-09-17 01:21:28 +01:00
root
670357367e Removing debug 2010-09-16 23:32:18 +01:00
root
1b2edfe75f JustinCC is evil. f7b28dd3 broke script persistence. This fixes it. 2010-09-16 23:19:46 +01:00
Justin Clark-Casey (justincc)
39d27fc879 rename SceneObjectGroup.DeleteGroup() to DeleteGroupFromScene() to improve code readability 2010-09-15 22:29:58 +01:00
Justin Clark-Casey (justincc)
16f296f489 Instead of locking SOG.Children when a group is being removed from the scene, iterate over an unlocked list instead
Previously, deadlock was possible because deleting a group took a SOG.Children lock then an m_entityUpdates.SyncRoot lock in LLClientView
At the same time, a thread starting from LLClientView.ProcessEntityUpdates() could take an m_entityUpdates.SyncRoot lock then later attempt to take a SOG.Children lock in PermissionsModule.GenerateClientFlags() and later on
Taking a children list in SOG appears to be a better solution than changing PermissionsModule to not relook up the prim.  Going the permission modules root would require that all downstream modules not take a SOG.Children lock either
2010-09-15 21:51:13 +01:00
Justin Clark-Casey (justincc)
36f81c66e5 Comment out SOG storing debug log message
This can get very spammy with regularly changing objects.  Please uncomment if required.
2010-09-14 00:05:38 +01:00
Justin Clark-Casey (justincc)
dd803b4f0c minor: Add comments which explain what's going on wrt avatar movements at various points in the main scene loop and associated methods 2010-09-13 21:53:25 +01:00
Justin Clark-Casey (justincc)
7ae9266186 Remove SceneGraph.DetachObject() which was accidentally left around after being migrated to AttachmentsModule 2010-09-13 21:20:31 +01:00
Justin Clark-Casey (justincc)
cd153a20b7 Remove IAttachmentsModule.SetAttachmentInventoryStatus() from public interface
No core module is calling and it makes more sense to call methods such as AttachObject() which attach both to the avatar and update inventory appropriately
2010-09-13 21:05:03 +01:00